Sorcerer
More actions

| Sorcerer | |
|---|---|
| Hit Points | 69 |
| Saving Throws | Constitution, Charisma |
| Class Resources | 10 LR |
| Spell Slots | |
Sorcerer Spell List
| |
| External Links | |
| Sorcerer on D&D 5e Wiki | |
| Sorcerer on Forgotten Realms Wiki | |
Somewhere in your bloodline there was a powerful magical being. A creature of immense power. The same blood that ran through your ancestor, now runs through you, grating you inherent magical powers.
Class Features
Spellcasting
Charisma is your spellcasting ability for your sorcerer spells, since the power of your magic relies on your ability to project your will into the world.
Spell save DC = 8 + Charisma modifier + Proficiency Bonus (4) Spell attack modifier = Charisma modifier + Proficiency Bonus (4)
You may memorize 11 spells and 6 cantrips to call upon from the Sorcerer Spell List.
Metamagic
You gain the ability to twist your spells to suit your needs. You gain the following Metamagic options of your choice.
- Careful Spell: Allies caught in your spell automatically succeed on their saving throw
- Distant Spell: Doubles the cast range of your next AOE Spell
- Quickened Spell: Refunds the Action it has cost to cast a spell in exchange for a bonus action.
- Subtle Spell: Allows you to cast a spell without the use of Somatic or verbal components.
Create Spell Slot
Convert Spell Slots into Sorcery points.
- Level 1 (1 Sorcery Points)
- Level 2 (2 Sorcery Points)
- Level 3 (3 Sorcery Points)
- Level 4 (4 Sorcery Points)
- Level 5 (5 Sorcery Points)
Create Sorcery Points
Convert Sorcery points into spell slots.
- Level 1 (2 Sorcery Points)
- Level 2 (3 Sorcery Points)
- Level 3 (5 Sorcery Points)
- Level 4 (6 Sorcery Points)
- Level 5 (7 Sorcery Points)